I have a lot of experience with people working for free. I have made a list of tips for both employees and employers. I think it's an important subject to make guidelines for, even though it might be a taboo.

3 years ago we formed a company, 8 months ago we got a success with our game FORCED and started structuring our company with the goal of achieving a creative momentum driven environment - we want partners, not employees.

3 years ago 8 of us moved into a university classroom and lived there illegally for 7 months. Then we were discovered and thrown out - having no place to live - 3 years later we've launched our game with success!

I would say that chasing dream projects is about being transparent. Yes you might very well by chasing mainly one persons vision, but as long as that person is being honest about any questions and expectations, then it 's very much up to the followers to judge whether that would ...

I like the new community choice approach. Before it was single games battling it out, now it 's groups. It creates some fun shared twitter campaigns for those 6 hours of voting : r n r nCouch co-op FTW

Very interesting approach, has some mechanics that are related to our approach as well. Our aim is to make everyone feel as partners rather than employed. r nWould be great to exchange advice now and then, will be blogging about our journey: r nhttp://www.baboonlord.com/2014/05/the-quest-for-legendary-company.html

Thanks for sharing Collin, very interesting and quite a situation you had there. r nWill definitely try to launch our game a few months before christmas sale. Hope to have 4-5 bumps or so the first year. r n- Release r n- Christmas sales r n- Daily deal r n- ...